GameCon PH Exhibit

13 07 2017

      Last July 8 -9, 2017, GameCon PH held a small exhibit for local game developers, computer and art schools, animé and game merchants, hardware game peripheral suppliers, robotics competition, 3D printers, virtual reality demos and Cosplay competition at the SM Megamal trade exhibit hall B.  I was only informed by Top Peg Animation of the exhibit on the last minute – June 21, 2017 and at first I did not want attend the exhibit because of the over budget for the creation of our mobile game.

      It took me a few days to ask about the rental fee and  I found out that the price for the two day exhibit was substantially discounted, so I gladly paid for the fee before the July 1 deadline. The said exhibit was good timing for us as we only put our mobile game – The Crop Circle Warriors at Google Play last July 3, 2017. 

      I arrived on July 8 at around 11 am up to 1:20 pm to inspect the Top Peg Animation booth for our mobile game. Since our budget was small for the exhibit, we just used the old tarpaulin we used at the ESGS exhibit last October 28 – 30, 2016.  At first I was a bit disappointed with the small venue and few number of people at the beginning. But after lunch time there were more people steadily coming in. Alstaire, Anthro and Jap stayed on for the rest of the day, I just hoped there will be more people coming in so that we can promote our mobile game more to the local market.

      I noticed that none of the local independent (indie) developers have developed or created any games or e-novels with any local theme, looks, costumes and titles . I think all the developers were geared to develop mobile or desktop games for the international market.


Principal Game Developers: Alstaire, Jap and Anthro (Standing)

      It was my first time to see our finished mobile game (five levels for one environment), and I was very pleased with it as the animation was clear and the flow of the game was smooth and fun to play with. I witnessed that some of the people who tried our mobile game were excited in playing it but some already had difficulty in the first minute. The first player I saw was a 9 year old kid with his father; the kid enjoyed the game by jumping or kicking with his feet. He was followed by some adults, some who were also exhibitors. For those who tried the game, they were given a flyer to visit Google Play to download our game for free and visit our other properties.

The Crop Circle Warriors Flyer

Below is the essay of Alstaire for the GameCon PH Exhibit:

     Last May 30, 2017 we were sent an invitation by Red Wizard Event Management to become an exhibitor at Game Con 2017, at the Megatrade Hall 2 in SM Megamall. They said that the event highlights were launchpads for Indie games, trade show, game competition, cosplay, development workshops and others. Knowing from the previous trade show we attended (ESGS 2016), having a booth is a bit expensive, so we really didn’t think we would be joining the event. 
     On June 23, Red Wizard emailed again an invite, this time they offered a discounted price, with the event really close maybe they needed to fill up some spaces. Edith told our producer about the booth and he agreed to join as a means to promote our game – The Crop Circle Warriors. We had about 2 weeks till the opening of the event which was on July 8-9. Since the game had some more polishing needed, I gave Anthro and Jap the schedule to polish the game. 
     At ESGS, we learned that showing the game through a cellphone wasn’t attractive to the people going around the exhibit. So we planned on connecting the cellphone ,with the game installed, to a 40″ LED TV. I found some HDMI adapters online and ordered them immediately.  Unfortunately, they did not function as advertised, so we had to have a backup plan. Jap packaged the game for PC use, and we installed it in a notebook computer. The notebook was then connected to the TV, also a game controller was installed so that the gamers could play comfortably.  I also had Jap remove the visual buttons on the screen  so there would be no distraction of giant buttons on the big screen TV. 
Lap Top Behind the TV to Play the Game on TV
    Jap added more sound effects into the game, especially for the teleportation and orb pick ups. Also some bugs were fixed as well as some additional fixes on the background.
     July 7, Friday was the schedule for the ingress; the time given was from 2 pm to 8 pm, since it was a work day, we planned on leaving by 2 pm thinking we would get to the venue in 2 hours. We were able to leave the office by 3 pm but because of the Friday traffic, we got to the venue at exactly 8 pm! The worst traffic I’ve experienced in EDSA before this was 3 hours, so it was really frustrating. When we got to the venue, we just dropped all the stuff, and decided to come back early tomorrow. The event organizer said that it would be okay to fix the booth on Saturday morning, so we had dinner and went back home.
    July 8, Saturday – Anthro , Jap and I, together with Jap’s girlfriend Princess, arrived at the venue at 9 am, so we had plenty of time to setup the booth. We placed the TV on the center, with the notebook hidden behind. The setup was a success, because we attracted kids and adult gamers to try our game. Sadly, we forgot to print out a feedback form, also we lacked signs that said “PLAY OUR GAME!” or “DOWNLOAD OUR GAME!” so I wrote down these signs around 12:30 pm so more people would take notice.
   Paper Signs Were Placed in Front of the TV  
     One gamer said that the game looked interesting, and he was surprised that it was done here in the Philippines. They said the quality was good and the animation was nice too. When Edward arrived, that is when I was able to go around and show him the different areas of the exhibit. There were animé and manga merchandise, contest for League of Legends and other online games, there were booths of schools, with game development as a course, there was booth for Game Developers Association of the Philippines (GDAP) and some toy stores. We even saw one of our former student having his own table for art commissions.
     The most interesting to me was the Indie Game area, because here we get to see the competition and where our game level stands. There were different Independent game developers there, with some 3D games, 2D games, animated novels, Virtual Reality games and even card games. All developed by Filipinos, some were a small group of 3 and others were a small company that had already a number of games in the Playstore. There was even a one man developer. They were all there to showcase their game to either find investors (to help them finish their games), publishers or just to market it to the public. I was happy because, in my opinion, we really had a cool looking game. There really wasn’t any game there that was similar to ours, so being an animation studio that is developing their first game, we were proud that we were able to create this game.
     I was also invited to an interview for a blog. While they showed the game at the back, another guy was playing the game, while the other was interviewing me. They loved the look of the game and was excited on what we planned for it. I said that we were an animation studio and this was our first game that we are developing. I told them that we did game art for other foreign games and we wanted to try to build one ourselves. The interviewer – Harold said that being an animation studio is evident in the game; the player said that he loved the characters smooth  moves and attacks. The unique moves gave the characters their own game identity. He also liked that it was cute for kids, but also that the game had some difficulty to play. It gave the gamers a challenge and not just a game that consumes your time. He wants to play and know more about the game; so when he asked when can they see the final game; I said hopefully, we could be at ESGS again for the launch for the full game – wishful thinking.
    After the interview, I saw that more people were in line to play the game at our booth, then I also saw 2 guys downloading the game to their phones. There was also a pitching of games from the Indie Booths at the stage with members of GDAP having a panel that was like an audition. 
    July 9, Sunday – I wasn’t able to go but Jap said that there were more cosplayers because of the competition; but the number of players who went to our booth was just the same as Saturday. Even though the venue was much smaller than that of ESGS, in my opinion, we had a better showing here and we saw that The Crop Circle Warriors mobile game had potential.
Article by Edward L. Tan and Alstaire A. Sarthou
Pictures by Edward L. Tan




Update on TESDA and Animation Council of the Philippines

13 03 2017

  

     Animation NCR Validation Team

     To keep the Training Regulations (TR) of each Qualification relevant and up to date. TESDA updates each qualification every 5 years. Training Regulations for Animation NCII, 2D Animation NCIII, 3D Animation NCIII and Visual Graphics Design NCIII was created last 2005, so these were overdue for an update. (NC stands for National Certificate)

      As one of the original developers for these 4 qualifications, Ms. Grace Dimaranan was tasked by TESDA to form a new team of experts to update them. You may ask, why does TESDA need to update in the first place? It may be because of new techniques, new technology, or even new definitions, but the main reason is to make sure that the candidates who will be training under these qualifications, will be sure that the skills they learn are what the industry needs today.

      Last October 2016, we were one of the Industry Experts tasked by TESDA to update the Training Regulations of Visual Graphics and Design.  The venue was at the TESDA Main Office in Taguig, we all gathered at the room assigned to us at about 9AM. To better organize, all the experts for the 4 qualifications were all together in one place, for orientation. TESDA assigned experts to guide us to make sure that all adjustments made to the current TRs are based on the standards of TESDA.

Training Regulations (TR) Development

      It was explained that we could work on the TRs at home and when we were done we would send it online for the TESDA representatives to check when all the TRs were ready, we would then meet at TESDA to polish the work we have done.

      One TESDA objective was to streamline the Core Competencies of each qualification and to make sure that the Core was all critical to learning that particular skill. We had to take out certain Core elements or merge 2 elements into 1, so it would much clearer for both the Trainor and the trainees when the new TR is released. As an example, in the original TR for Visual Graphics Design, Creating Vector Graphics using graphics application, was a core or unit of competency. In the new TR, this is now incorporated in Creating a Logo Design, since using software was not really a skill but only a tool to apply the skill, which was designing a logo.

     We were given until the end of November 2016 to finish the TRs, we then needed our work validated by Industry experts for each qualification. Ms. Grace again was tasked to invite 5 experts for each qualification. The validation was scheduled on December 15, 2016, 9am to 5pm at the TESDA Main Office in Taguig.

      For Visual Graphics Design, we had 1 Illustrator, 1 Web Designer/Teacher, 2 Graphic Designers and 1 Window Display artist. For 2D and 3D Animation, we had animation trainers, animators, animation supervisors, as well as animation studio/training center owners and managers. We needed to get their signature and approval for these NEW TRs to pass. After a whole day of validation, with a few revisions regarding terms and criteria, all 4 Qualifications passed. It was both tiring and draining, but it was all worth it.

3D Animation NC III Validation Team

Luis Presenting to the 3D Animation NC III Validation Team

Grace and Aceron Presenting to the Animation NC II Validation Team

2D Animation Validation Team

Visual Graphics Design (VGD) NC III Validation Team

Alstaire Presenting to the Visual Graphics Validation Team

Validators Received a Certificate and…

Catered Food for the Whole Day

      We thought that we’ve finished our tasks but TESDA explained that after developing the TR, the next step was to also update the Assessment Tools, which according to TESDA, will be much more difficult to do. Assessment Tools are the questions, tasks, and demos that the candidate needs to do to qualify for the particular skill. I would compare it to a FINAL EXAM for the skill you trained for. 

Assessment of Tools Development

     At first, we were thinking why TESDA says it will be difficult than updating of the TRs.  We thought this would be easier since we will be making a test paper for TESDA to use. That was easier than creating a curriculum which was the TR. But when they explained that we had to connect our questions to each performance criteria in the TR, it wasn’t easy as we thought it would be. As an example, if the criteria asked, “Read the design brief”, we had to ask questions such as, “Give an important part of the design brief?” Then the next criteria were “Analyze the design brief”, which the question you formulated can still be used. But TESDA had rules, we needed to formulate 3 questions for each performance criteria, and we can’t reuse the questions.

     After finishing the questions we also needed to create a Task or Actual Demonstration of the Assessment of each qualification. Then we had to give the hours needed to complete each task. We were told by TESDA that after all the tools are finished, we will then again be validated but in a different way. We will need to invite a TESDA certified assessor plus 3 dummy candidates to use the Assessment Tools we made in a mock assessment. Validation is needed so we know if the tools we made fit to the current length of time for each assessment; to know if it is understandable by both the assessor and the candidates; to see if the assessment is too difficult or too easy. We needed to get 3 dummy candidates to get the average time of completion. Once all data are gathered, if needed, we can then adjust parts of the assessment tools to make it better. After validation, a regional validation will be scheduled, either in Davao or Cebu. This will then be cleared in front of the TESDA board, like defending a thesis in front of a jury. When this is all approved, then will it be released by TESDA nationwide.

     Our deadline to complete our Assessment tools is this March 2017. As of now, Animation NCII has already been completed, so validation for that qualification is already set next week.

March to September 2017

We had a number of meetings to create questions for each performance criteria in each Certificate of Competencies (COC). Which was difficult because we needed to make the questions so both students and professionals can understand it. Plus we needed to make the questions according to the standard of TESDA, that it should start with a What, who, how and why.

     It was also difficult because it was difficult to synchronize everyone’s schedule. TESDA wouldn’t allow only 1-2 people to deliberate.

     Eventually, with the help of our TESDA representative,  we were able to fix it and schedule the validation. But it still had to go through checking from the higher-ups in TESDA before we could go through validation.

VGD Validation September 29, 2017

To validate the Competency Assessment Tools or CATs we invited students and people working in the  Graphics Design industry. Visual Graphics Design has 4 COCs (Certificate of Competencies), develop designs for

1) Logo and Print Media

2) User Experience and User Interface

3) Packaging Design

4) Booth and Product/Window Display

 For each COC we needed 1 Assessor, 1 Observer, and 2 candidates (a student and a professional). Plus we needed people who will be taking all 4 COCs or Full Qualification for the National Certificate. So we needed a total of 10 people to invite.

     We got some of our students and also some from other schools, we also invited some members of the Graphics Design group on Facebook. Validation started at 10 am since we had to wait for all the participants, some of them coming all the way from Marikina. The Validation ended 8 pm, and we gathered everyone’s feedback.

     Most of the difficulties were towards COC 2, User experience and user interface. Which wasn’t a surprise since this was still new. There were a few confusion on words in the instructions, and also some clarifications with some questions. Overall, the feedback was positive. We will need another day to schedule with TESDA to finalize and polish the assessment tools.

     To be continued….

Essay and Pictures by Alstaire A. Sarthou

Animation Production Entrepreneurship NC 5

    TESDA Complex, Taguig City

     Last July 20, 2017, Grace Dimaranan invited industry experts and professionals composed of studio owners, producers, directors, business development managers, marketing and financial managers, school and training owners to validate the Training Regulations (TR) for a new program being formed at TESDA called: Diploma for Animation Production Entrepreneurship NC V (APE NC 5). The said NC or National Certificate is the highest level given by TESDA. The said program has been developed by Grace and other industry experts since May 2017 and the invited professionals for the validation were asked to give comments and suggestions to improve the TR.  Unlike other courses, the said course will not undergo validation of the TR in other areas such as Cebu and Mindanao. Another new course: Web Development NC 3 will be validated by other industry experts and professionals at some other time. 

     For the past few months, Grace’s schedule has been very hectic, with lots of meetings and coordination with many industry experts and professionals. Grace is the Animation Council of the Philippines’ (ACPI) representative to head the development of the TR and CATS of the Animation NC 2, 2D Animation NC 3, 3D Animation NC 3, Visual Graphics  Design NC 3 , Diploma in Animation Production Entrepreneurship NC V and Web Development NC 3. One program can take many months to finish as professionals and industry experts cannot be expected to meet regularly on a weekly basis for the validation of the TR and CATS. 

Grace A. Dimaranan

    The validation of the TR for the new course was held at the TESDA main office basement at the Qualifications and Standards Office (QSO) meeting room from around 9:40 am to 6:00 pm. The standard TR of TESDA was first explained by Mr. Venzel C. Concoles, a QSO specialist and later connected these standards with the TR draft of APE NC V. The main purpose of TESDA for bringing out the course is to provide more jobs to the country among other things.  

     The said diploma course will help prepare animators or other business people who want to go into animation production to set up their own studios, market their services and be able to sustain their business. From past observation, many animators who put up their own studios were not able to sustain their business mainly from their lack of marketing and entrepreneurship know how. The one year program requires the candidate to devote his full time to get the diploma. However, the candidate can opt to get a Certificate of Completion (COC) for 3 months upon completion of certain modules of the program.

Mr. Venzel C. Concoles, QSO Specialist at TESDA

     The comments and suggestions by the professionals were then inputted in the TR draft of the APE NC V by Samuel E. Calado, Jr., a QSO specialist. The validation was a bit tiring as there was only a working break time in the morning, short lunch break, and working afternoon break time to provide some respite from the continuous explanation, presentation, validation and correction of the TR.  There were many topics of core competencies that were covered.

 

Samuel E. Calado Jr. in Blue

     If the TR is approved, it will be followed by the Competency Assessment Tools (CATS), it’s like the exam for the candidates, this will take another 2 to 3 months to develop with assigned industry experts. It will then be followed by the computation of the  Assessment (of) Fees of the Candidates.  The whole developed TR, CATs and computed assessment fees will be presented to the TESDA Board for deliberation and approval. Once approved it will be promulgated nationwide and the printed booklets for the said course will be distributed nationwide and uploaded at the TESDA website.  

   A sample of TESDA TR Booklet for a Course

Pictures and Essay by Edward L. Tan

 February 12, 2018

      Training Regulations (TR) Presentation to the TESDA Board – Standards Setting and Systems Development Committee (TB_SSSDC) at the 7F TESDA Admin. Bldg., TESDA Complex, Gate 1, East Service Road, South Luzon Expressway, Taguig City. Schedule set was 9 am – 11 am, but we concluded by 2 pm. Buffet Breakfast and Lunch were provided by TESDA. The presenter was Grace A. Dimaranan.

Qualifications and TR Developers present

  1. 2D Animation NCII &
  2. Animation NCIII

            – Aldwin Ayao

            – Angi Palanca

            – Aceron Ramirez

  1. 3D Animation NCIII

            – Edgardo Bayani

  1. Visual Graphics NCIII

            – Alstaire Allison Sarthou

            – Junnar Orioque

            – Joseph de Vera

  1. Web Development NCIII

            – Rom Verdan

            – Mike Torres

            – Karlo Martin Robosa

 TESDA Board Representatives

      Grace presented all 5 TRs with changes that were made from the last version. The TESDA Board asked why ACPI was handling all the courses, especially Web Dev and Visual Graphics. Apparently, there is no official group for these and since clients for animation come from these industries, Grace suggested these TRs with the developers being from each industry so the current standards are applied.

     

      The TESDA Board asked for data on ACPI membership as well as job opportunities for each TR. One of the developers tried to explain the difference of 2D animation NCII and Animation NCIII, using bicycles and motorcycles as an example; but one of the TESDA Board says you can’t use an analogy if you don’t have data to back it up. The developers were allowed to intervene or help with the presentation.

     All the TRs were approved with fixes. The main argument was, a line stating that “ACPI shall provide a certification on who can be a teacher or instructor of the new TRs.” The TESDA board says this will cause problems in the long run, 1. The facilitators, aside from TESDA, will need to go to ACPI to secure a certificate, which could cause confusion 2. What if ACPI dissolves, etc… Other areas that were questioned were more on gender equality as well as job opportunities for the disabled.

Pictures and Essay by Alstaire A. Sarthou

May 27 to 29, 2019

Last January 28, 2019, I received an invitation for a meeting with ALL national experts for February 12, 2019. The TESDA Certification Office will be conducting a Capability Building Program (CBP) for Prospective Lead Assessors for 31 new/amended Training Regulations for 2019. This program aims to ensure uniform/standard conduct of competency assessment and develop the pool of prospective competency assessors for the different qualifications.

To my surprise, Ms. Grace Dimaranan, and Joseph de Vera, VGD developer,  did not know about this meeting, but since they were scheduled to go to the TESDA Qualification Assurance Office at the same day. We scheduled to go together.

February 12, we attended the meeting, and together with other qualifications, such as Warehousing Services, Animal Production (Swine), Carpentry, etc… The purpose of the meeting is to check all the Training Regulations (TR) and Competency Assessment Tools (CATs) that was printed if there are any errors before being promulgated. Ms. Grace was surprised that she wasn’t invited to the meeting since she was the lead expert for 5 qualifications that were included. We learned that the person in charge of inviting just picked out 2 names of experts from each qualification and invited them. She did not know Ms. Grace was the lead expert. And since the other experts did not really know what the meeting was about, they declined to attend. At this time, Jonathan Martin, an expert for Web Development, arrived and joined our group. So some qualifications did not have representatives in the meeting, these qualifications won’t be included in the program. So we decided to represent each qualification that had no representative, Alstaire represented 2D Animation NCIII, Joseph represented Visual Graphics Design NCIII, Jonathan represented Web Development NCIII and Grace represented 3D Animation NCII, unfortunately, we were a person short, so Animation NCII had no representatives and it was dropped for the Capability Program.

From Right to Left: National Experts, Jonathan Martin (WebDev), Grace Dimaranan (3DAnim), Joseph de Vera (VGD), Alstaire Allison Sarthou (2DAnim) and Ms. Dianne Naag-Marfil, TESDA Certification Office.

During the meeting, we found some typo errors, as well as documentation that was supposed to be removed. So we marked those and the Central Office said that it would be sent back to the Qualification Office. Anyway, they also discussed to have the attendees be National Lead Assessors for the program. In order to be National Lead Assessors, All experts should undergo assessment for Training Methodology I – Conduct Competency Assessment Training, so they can be a qualified assessor. This was an opportunity for Grace, Jonathan, and Joseph since Alstaire was already an assessor, he did not need to take the assessment.

They scheduled a face to face coaching/mentoring on Conduct of Competency Assessment on February 28, 2019, to orient the experts on the assessment. Then the Assessment was scheduled on March 2, 2019.

Grace, Jonathan, and Joseph, as well as the other experts for the different qualification all,  passed the assessment. We were then scheduled for the Capability Building Program that would be held on May 27-29, 2019.

The next thing that TESDA needed to do were to find candidates of Lead Assessors from the different regions to attend the program because they will be taking the assessment for this new TRs and we will be explaining to them the changes so that they can also explain these to their following regions as well.

We learned that a number of candidates registered into multiple qualifications such as Visual Graphics, 3D Animation, 2D Animation, and Web Development. Which they were later told to only choose one, other candidates backed out because they did not qualify due to the new entry in the TRs that they needed to have 5 years of industry experience.

Last April 1, Ms. Dianne Naag-Marfil of the TESDA Certificate Office sent us a list of nominated candidates from the different regions and how many were qualified.

– 2D Animation NC III: 14 nominated; 12 qualified

– 3D Animation NC III: 3 nominated; 3 qualified

– Web Development NC III: 16 nominated; 14 qualified

– Visual Graphics Design NC III; 27 nominated; 24 qualified

TESDA requested the Human Resource Development Institute (HRDI) located at the Philippine-Korea Technological and Cooperation Center, Bayano Road, Taguig, as the venue of assessment. But due to the limited number of computers available, a 2nd venue was requested in eTESDA Center, PEVOTI Building at the TESDA Complex, Taguig. TESDA, due to the number of candidates, requested additional experts and that they commit to the dates needed. Each assessor is only allowed to assess 10 candidates in an assessment. So we were split into teams together with other experts. Mr. Aceron Ramirez and Mr. Aldwin Ayao (already Assessors) would handle 2D Animation, Ms. Cynthia Javier for 3D Animation, and Mr. Jonathan Martin and Mr. Rom Verdan for Web Development, would be conducting the program at the HRDI, while Alstaire Allison Sarthou, Joseph de Vera and Grace Dimaranan would be handling the Visual Graphics Design at eTESDA.

TESDA would be handling accommodation and food expenses for all the candidates.

NOTE: I will only be documenting the program conducted at the eTESDA for Visual Graphics, but I have pictures of the program held at the HRDI, which I will add at the end.

TESDA Capability Building Program for Prospective Regional Assessors

For Visual Graphics Design NCIII, 2D Animation NCIII, 3D Animation NCIII and Web Development NCIII

May 27,2019

The program started at 9 AM, and as usual at TESDA we were provided breakfast and free flowing coffee. TESDA facilitators discussed what were the expectations from the program, they identified the objectives and they presented the activities of the program. A pre-test was then given to the candidates. Then the floor was given to us experts, we explained the changes in the Training Regulations as well as why it was changed. After a hearty lunch, we continued explaining the evidence gathering process for Competency Standards and discussed the use and correct interpretation of the Competency Assessment Tolls (CATs).

Most of the candidates were excited to take the assessment, and they think that assessment would be much more aligned to the industry. During the afternoon, TESDA focal persons from each region were given an assignment for assessment on the next day. There was also another Q&A to see if there were other concerns. The program ended at 5 PM.

Grace and Alstaire explaining the changes.

Alstaire explaining the changes

A candidate discussing expectations.

Joseph introducing himself.

A hearty Lunch

Visual Graphics Design Experts

May 28,2019

The assessment started at 8 am and was scheduled to end at 5 PM, 24 candidates arrived and took the assessment. We divided the candidates into 3 groups, where each expert would handle 8 candidates each. There were 2 parts of the assessment, the first part was the demo, where each candidate was given a task, and2nd the Oral Interview, where the assessors can learn the candidate’s knowledge as well their background. During the demo, we already saw some candidates that obviously did not have any skill in Graphics design. The skilled finished in time while the rest asked for an extension. During Oral Interview, we learned that some of them were just nominated by their region because there was no one qualified. Like in Alstaire’s group, there were 3 who did not really have industry experience. Assessment finished at 10 PM.

Visual Graphics Design Assessors

Alstaire observing assessment Demo

Grace observing assessment

Joseph observing demo

May 29,2019

At 9 am, we started the Plenary Session, the debriefing on the Conduct of Assessment.  Discussed, were the concurrence on a uniform and standard conduct of assessment as well as the areas of improvement for the candidates who will pass. The candidates who passed would be conducting this same program at their respective regions.

According to the TESDA facilitator, passing the assessment is not the only requirement for the candidate to become the Regional Lead Assessors. They had to pass the pre-test and post-test (which will be done at the end of the program), and they would be graded for their conduct and appearance, and a recommendation from the experts will also be needed.

There was a very positive response on how the assessment was conducted, and most of the complaints were from personal experiences each assessor encountered in their region. Which the TESDA facilitators answered expertly. The post-test was then given to the candidates, and the candidates and their respective TESDA focal persons were asked to give an evaluation on the program as well as the National Lead Experts.

For the closing of the program, the candidates who passed the assessment were awarded their National Certificates in Visual Graphics Design NCIII. And the National Lead Assessors, namely Alstaire, Grace and Joseph were also awarded their Grandfather National Certificates for Visual Graphics Design NCIII, for being the experts for the Training Regulations.

After reciting the Assessor’s Credo and singing the TESDA hymn, we then proceeded to photo ops. The program ended at around 4 PM. Some former Top Peg artists, Joel Orcena (BG Artist from Daet) and Bryan Lumantas (Animator from Davao) that attended the 2D Animation Assessment at the HRDI, went to meet us and joined us back to Top Peg.

Candidates at the Plenary Session

National Lead Assessors together with TESDA facilitators Ms Nash and MS. Rachel

Alstaire receiving his Grandfather NC

Group shot

A candidate receiving his NC

A TESDA focal person giving her evaluation

Grace and Alstaire together with former Top Peg animator Bryan Lumantas (Davao)

With Joel Orcena (Daet) and Bryan Lumantas (Davao)

Assessment at HRDI

New Assessors for 3D Animation

NewAssessors for 2D Animation NCIII

Group Shot – 2D and3D Animation, Web Development 2

 

Essay and Pictures by Alstaire A. Sarthou





Animahenasyon 2016

29 11 2016

animahenasyon     I was not really too keen on attending the 10th Animahenasyon festival since I prefer to write more about our actual animation production experiences rather than some new lectures on animation. But when I called Grace about a week before the festival to follow upon our mobile game production and some payments; she encouraged me to attend the festival but the festival program was still not posted on the Animation Council of the Philippines Inc. (ACPI) website. The program was finally posted two days later and my interest was piqued as there were topics about gaming from international speakers.

     There were three days of seminar at the Samsung Hall at the SM Aura in Taguig from November 22 to 24, 2016. I chose the last two days as the topics were more interesting and I only have to bear two days of heavy traffic going home instead of three. The seminars were all very good and I would have regretted it had I not attended it.

schedule

     The attendees for both days were mostly students from schools; there were only few people in the seminar for the second day and for the third day there were just slightly more people.

1

6

5

4

2

7

23

22

Second Day

24

img_6196

Third Day

November 23, 2016 (10:00 am – 5:30 pm)

     For the second day, the Department of Trade and Industry (DTI) director – Ms. Angelica Cayas gave the opening remarks. She said that the global animation industry is worth $226 billion annually with a growth rate of around 7%, which could evolve and grow further. The size of the industry presents an opportunity to connect our story to the world.

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DTI Director – Ms. Angelica Cayas

     Our animation industry contributed $153 million annually to our economy is mostly comprised of small to medium scale businesses with around 11,000 local employees. However small on the global scale, the Filipino talent in outsourcing, design and development is a significant contributor to many global hits in animation films, television series, mobile and computer game development. 

     The challenge to Filipinos is to be able to invest and expand in the creation of animated films, games and series for both children and adults. To take advantage of the opportunities, the DTI and the Board of Investments (BOI) are looking for new ways to give incentives and grow the industry with the help of ACPI. The government is helping ACPI to be present in some international animation festivals to show the world the Filipino stories, talent and culture. 

Guillermo Escribano –  Cultural Attaché of the Embassy of Spain in the Philippines was very thankful that Spain was chosen  to be a contributor for the festival.

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   Four Spanish Resource Speakers for the Second Day

     In Spain, the cultural industry is an important motor or for development, where it represents about 4% of the Gross Development Product (GDP). Heritage is important; it is important to know your history. The Philippines has the oldest cinematography in Asia. In 15 years there was a huge evolution in Spain in terms of co-production, sometimes 70% of the project was from other countries. The festival is a fantastic format or platform where opportunities in sharing knowledge, developments and mistakes could form bridges among countries in Spain, Latin America and the Philippines. 

Guillermo Garcia Carsi  – “Creating Characters with Personality”

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     Guillermo is the creator and director for the internationally recognized animation – Pocoyo; the 3D cartoon has no dialogue that is for the pre-school market but adults could enjoy it as well. Guillermo first showed the audience a film clip of his creation where the characters Pocoyo and Pato were building a castle brick by brick. Before the completion of the castle, it collapsed due to Pocoyo getting one brick from the foundation to complete the top of the castle. Pato was mad at Pocoyo and the relationship turned sour. Their common friend – Ely tried to help but the two refused to reconcile for a long time. After sometime Pocoyo broke down and cried over a photograph he carried with him showing him and Pato during happier times. The photo escaped Pocoyo’s hand and it flew to Pato’s area and Pato also cried about it. Not long afterward, both regretted their mistake and with the help of Ely, both became good friends again.

     When Guillermo started in animation he emphasized that he was not into 3D and not into pre-school, nor was he interested in using 3D or going for the pre-school market. His influences in animation were the classic Warner Brothers cartoons  where many shows were based on on body languages, wit, imagination, gags and has a subversive approach – just like most kids.  Many other influences were cute Disney characters, Motaddelo Filemon (Spanish cartoon), Pink Panther – the minimalist approach to classic cartoons, comics such as ‘Squeak the Mouse’ -adult comic, ‘Squirrey the Squirrel’ a comic with a cartoony approach. Luis Buñel – a Spanish  surrealist film director who can make imagination, dream and reality go to another level. He remembers the Spanish cartoon Plastinots as a kid, it only has white backgrounds. Guillermo tried to do many kinds of background, until the producer said that the white void works. 

     More recent influences include Japanese cartoons whose characters are very cute but they do crazy stuff. Western cute cartoons like Power Puff girls were also influences. In Pocoyo, Guillermo used the cute formula with a strong personality. As stated before, he was not into pre-school and 3D, he was more interested in doing shows like the Pink Panther cartoon and inspired by Charlie Chaplin – who had universal humor was an inspiration for many cartoons. 

     Aside from positive influences, Guillermo had also negative influences in cartoons like Teletubbies. He says he tries to ran away from it but ironically, Pocoyo looks a bit like Teletubbies. Another negative influence is Fimbles, which is similar to Teletubbies but worst. For the negative influences, he tried not to do what the said shows did to the characters, which are too superficial. Fimbles is the exact opposite of he wanted to do. He then showed a cartoon character – Puchi in the Simpsons as an example of a fake character, very commercial, lots of sugar but no soul. 

     For the cartoon to be successful, it has to have soul like Sponge Bob, Dexter and others. The word Anima means soul, personality; so animación is to animate, to make human , which is an amazing stuff. Animators create the illusion of life. The final goal is to tell stories, which helps us face life and we learn lessons from them. But at the same time it should also entertain.

     He showed a video clip of a girl being interviewed and it showed the unpredictable behavior of the child. The video was able to capture the child being cute in one moment and being like a psycho in another moment, so this is the kind of soul, character he wants to show in his cartoons. As kids we are authentic, surreal (mix of reality, dream and imagination), subversive (not knowing the rules), cute but not conscious of it. Kids are not dumb, they are also realistic, they deserve something more without patronizing them.

     If Pocoyo can do no wrong, then it cannot teach the kids any lesson. For example, he can show Pocoyo to be selfish but eventually Pocoyo is isolated by others; so Pocoyo learns that being selfish is not good. Kids can see the process and not just the idea of being selfish; they can learn from these kinds of stories rather from a character being good all the time. 

     Guillermo jokingly quoted Pablo Picasso when the latter said: ‘A good artist copies, a great artist steals.’ Guillermo then explained his interpretation of the quote as copying is superficial, when you steal you make it your own, you love your work, you create something new. His formula for the quote was: Steal + your influences + your technique = original work!

     For Pocoyo, the stories center on two main characters – Pocoyo and Pato. The series grows from the antagonistic or contrasting personalities of the characters. There is no environment and plot in the series. Pocoyo is natural and spontaneous, while Pato is more rational. The formula is: contrast = conflict = stories. 

     Aside from the visual arts; music tells a story and images follow that; music lets the brain play around and a story appears if he has a hard time writing a script. Guillermo recommends the audience to see the film ‘The Monk and the Fish’ where the images follow the music.

     When Guillermo was creating the show, he first did a test with the music by the Beatles called ‘Love Me Do’. He showed the audience how he did the sample test for himself using rough 2D drawings with the said music as background. After the test, he knew he had a series, it was different and the characters had a good relationship.

     When Guillermo first started with the character, he did not do Pocoyo, it was just a rough 2D character with a little testing of poses showing some personality.  He tried to draw poses and bring out what is in the mind of the character, what is the personality and feeling of the character. After the poses he added lots of in-between drawing s to bring out the personality through the rhythm of the movements. After getting the movements, he slowly drew Pocoyo before making it into 3D. 

     For Pato, he approached him more like a robot. Then he stretched him, but it doesn’t look good. He then changed the approach to find a way to suit the character by breaking the models. He has to invent and think of ways for the movement to show the personality, which was more graphic and less organic. In a way he cheated the natural movements to make the character more alive. Guillermo then showed a film clip where Pato’s body changed successively into many unbelievable different forms from a ping pong table,  to a flower, to a fan, to a swing, to a clock and finally to a car driving along the road. To show the contrasting personalities of the two main characters, Guillermos showed Pocoyo and Pato doing a dance off ; two friends really opposite and fighting off in the dance.

     For the stories, Guillermo starts off with rough 2D drawings not quality ones and he does it as quick as possible. He then does the storyboard with animatic, which he had to do every 4 days during the creation of the series.  He then showed a film clip where Pato was leaving, where the animatic was shown. He says if it doesn’t work in animatics, no amount of detail in the drawing will make it work. In one case he imagined himself as a kid like Godzilla when he used to kill ants; which was not good but was fun.  He then used the destruction versus creation story where Pato destroys some city which was fun for him but there were some living ball living in the city and were suffering from the destruction. Pato then rebuilt the city and Pato himself became the amusement park for the city. 

    Guillermo showed his early drawings of his characters; at the beginning he wanted attitude – cute but not conscious of being cute. There was curiosity in the character. At first the characters were also younger than the current version as he wanted them silent and not do any talking. At first the producer did not like Pato, they wanted him dead but the essence of the character was the contrast. All the other characters are all different, if they have the same personalities, then they should be eliminated. 

     He gave the audience a tip: Don’t get in love with your drawings and gags! The character and story rules. Get as much influence as possible to make a good original. During the question and answer portion, the question of how long did he develop Pocoyo. Guillermo answered it just came together, as he was working on some other stuff.  It was not just at one point or in one sitting he created the series. Sometimes we don’t know where we are going, having clear personalities will help the artist to create good designs and make sense. 

     The series was first shown in England, as the producers were based there; then only after some time the series came to Spain. But having done more than 130 episodes of the series, Guillermo was more secure and not that scared anymore, so his motivation to create more for the series went down. So he has to change and do something else, learn new stuff, find new stories to fit the new stuff. 

Paco Rodriguez – “How to Create a Strong and Successful Production”

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img_6108     Paco has produced cartoons that have been distributed to over 100 countries. Paco says one cannot be an artist and producer at the same time. To begin with, one has to have a good idea and story. The project development usually takes at least 18 months which is comprised of the a) creative aspect – script and talent, b) the financial aspect – development and budget/financial plan, c) legal aspects – rights acquisitions, protection of rights,  chain of contracts and negotiations and  d) commercial aspects – marketing and distribution sharing.

     For developing the idea and objective of owning the property, ask yourself what is the motivation for it: just ego, money or you want to say something to the world? After satisfactorily answering the question, one should look at the intellectual property (IP). Paco gave some suggestions for the production:

     1) Talent and Intellectual Property – option rights on original existing property, hire the best talent you can find, give incentives to succeed, assess your talent value in the market place, testing your production capacity. Need trademark an IP protection. Retain as much rights as possible, ask a lawyer or consultant.

   2) Create emotional connections with your story telling, with your pitch, with your partners and with your audiences. 

    3) Look for the right balance with the artistic output, budget and production plan. Example is sometimes your partner wants to make toys of the characters, but the design cannot be made into toys. 

   4) Revisit the various stages more than once, as changes will occur. Recognizing and making changes needs patience, discipline and improves quality.

     5) Highlight how some of the aspects of the project could be further developed.

     6) Need to develop teaser test for timing reference and test it for cross-media and trans-media properties.

     7) Know your audience – kids, teenager, adult, family with different age segments for kids and teens. 

     As an investment, animation production is not an attractive option for investors since you need at least 4 years to spend some money from getting the idea to marketing the finish product to the audiences.. One might get some 10% to 15% from preselling the options.

    To make the project more attractive to potential investors one should be prepared to present the following: background of the project, script, pitch bible, name and background of main talents such as the script writer, director, composer etc, voice cast, teaser pilot trailer, development budget, production budget, production plan financing plan, business model (exploitation plan), marketing  and production strategy (action plan). 

     Measure your strength and weaknesses in developing ideas. Plan to choose the best process of production. Choose the pros and cons of in-house or out-source production. Look for simplicity in design and story for the development budget. Test your partner/s for co-development agreement.

    Know and choose your target market (local, international, Europe, US) which has some corresponding budget amount. One has to invest in marketing as one cannot just rely on testing the show on the Internet. In his 20 years of experience in marketing; Paco says the US market is not an easy market as they don’t want you to sell and make money in their market, they prefer to buy the rights and they make the money themselves. He knew a fellow who wants to release a film in the US but needs many millions of dollars to distribute it, in the end the guy lost money.

     For financing options, Paco presented a table with 4 columns: Soft Money (European subsidies, grants, public money, tax credit, cultural ministries etc.), Private Funding ( own, family and friends, crowd funding, venture capital, etc) Distributors (advance sales, broadcasting rights, national distribution deals etc.) Banks ( gap financing, loans, etc.)

    Select the right partners, look for synergies with other sectors in publishing, telecom, video game, toy manufacturers, free and pay television (some stations are not going to pay you, they will even ask a percentage of merchandising rights), video on demand (Youtube, Netflix, Amazon), brands, hardware and software suppliers. When looking for partners, Paco advised be like the Japanese where they will assess and check potential partners if they are going to cheat them. 

     Co-production has many advantages like risk sharing financially, market opening, cultural cooperation (some countries have co-production schemes with other countries), technical support, market trends, political awareness, talent search and talent sharing.

     If one wants to have a co-production with some European countries one needs a consultant to be guided in the co-production treaties for specific countries such as Spain, France and Italy. The said countries have their own or shared understandings for qualification in television quotas, local benefits for production and distribution, important issues for co-production, television and film policies, cultural certificates, production incentives, etc. 

     Animation is an attractive long term investment as it has a high international demand, long life span, easier access to new distribution channels, has multi-complementary income, exportable through dubbing, is an emerging trend in Asia (Korean government and Malaysia supports animation production in their country).

     During the question and answer portion, one student asked Paco how can one be confident in presenting his ideas to investors or producers. Paco suggested that one should prepare for the pitch (log line, story line, script), dominate your project, if you are shy know yourself how to handle it, fear the worst thing that can happen and be prepared for it, trigger the interest and curiosity by having emotional content, work your story and your characters. Know what you want from people – do you look for talent, financing, be enthusiastic, check the guy for empathy, put your self in their shoes – what are they looking for. 

Guadalupe Arensburg – Moviestar+ España – Short Films Acquisition

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      Guadalupe is head of the short films acquisitions department at Moviestar+ in Spain. Moviestar acquires 100 to 120 short films a year with about 60% international content shown with sub-titles. It also does co-production and joins competitions. The short films fills the holes between programs. There is a weekly program dedicated to short films and short series both for adults and children. 

     Moviestar+ gets about 8 to 10 short films from schools, as these kinds of films are artistically free from any commercial pressure. For the acquired short films, Guadalupe explained the fees per minute, exclusive rights of the broadcasters, license period for Spanish and foreign films, unlimited runs for the license period, maximum minutes of the films, legal process  of acquisitions etc. 

     For those interested in co-production, Moviestar+ have 150 co-productions since 1992. There are only 6 co-productions approved per year from about 2,150 applicants. The said approved co-productions will have a budget of 9,000 euros. Guadalupe explained the rights and duration of the showing for 2 years with the first year being exclusive. The selected co-productions will be entered in selected film festivals in Spain and other countries. 

    The documents required for the co-productions are: synopsis and script, character description, pictures, animation techniques, target market, budget and financing plan, biography of the director and film makers and production company curriculum.  Before the talk ended, Guadalupe showed two short co-produced animated films, one was still in the process of production and the other one a finished production. Both films are not commercial and as Guadalupe says the films have a soul. The story, music and animation technique of the said films makes one think and feel deeper rather than just be entertained.. 

Jose Luis Farias – 3D Wire – Synergies Between Video Games and Animation

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     Jose is the founder and director of 3D Wire, a yearly event in Spain where animators and video game makers from all over the world meet to show their works, collaborate, discuss the latest trends, technology, new platforms (tablets, second screen, virtual reality, augmented reality, on-line), transmedia, Intellectual Property (IP), etc. He cited other important events in the world where such convergence of artists and developers meet like SXSW (US), Power to the Pixel (UK) and Annecy (France). 3D Wire is the smallest and youngest compared to the other events mentioned. 

     Jose explained that IP is the king, no matter where it comes from, as he cited IP games such as Angry Birds, Defiance and Back Step have successfully spawned other properties in films, television, toys, virtual games etc. But it is not only successful IPs where we can learn from, but from failures of other games. One example of a big failure is Electric City. Jose says, if one has a checklist of the ingredients to make a game work, Electric City would be one of those likely to be a hit.  Even though the said graphic novel had many known backers such as Yahoo, Tom Hanks and Joel Trussel converting and marketing it into a game, it was not a success due to too many people involved, wrong partners and the video game was not good. 

     Jose then showed various examples of mobile or video games where the audience can learn from how they became successful. One such game was Fude Samurai (Spanish project) made by two guys. The people from animation appreciated the creative and fresh approach of the art. The game has good figures in Korea. Another one was the stop motion video game The Neverhood where the figures and background were made of plasticine (clay for modelling). It is an arcade game that did not work, although the creators from Dreamworks didn’t expect it to succeed either. Although the video game did not sell well, it had a lot of fan base, where the creators got a $1 million kickstarter campaign fund from fans to create another plasticine game called Armikrog.

     Another game was the 2D hand drawn – Mr. Mistu ( a blind guy), which was created by two people and a programmer using colored pencils. It is an example of a simple game that did very well, it had a lot of downloads as it is very different and fresh compared to the usual mobile games. The drawings look like a children’s book. Another example was the 3D mobile game – Journey, a game about finding a key in different worlds. It is not hyper realistic, not a big budget game but the story telling and music are very good. Jose watched a friend played it, and for him it was like watching a movie at the same time. The game is now being made into a virtual reality version. A game from the Czech Republic is Machinarium ( a robot who lost his mind). It is a point and click game with a lot of intricate concept designs, have a good script and animated like a children’s book. The game has a catchy character and design, that if Jose sees a poster, t-shirt or other merchandise of it; he’ll buy it.

     There are many opportunities for artists in the convergence of the video game and animation as it gets more and more entwined. Jose enumerated the following: a) concept design and animation, b) render engines in animation, c) parallel development in video games and animation, d) cinematics and intros. 

     Some of the tips he gave for developers and artists are: Have a strong IP in video games and animation, new ways of working: vertical slice (shorter than a teaser), be different, be original, always good storytelling and find your partner. 

 November 24, 2016 (10:00 am to 5:30 pm)

Senator Bam Aquino

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     The country is still in need a lot of support in the infrastructure, education and opportunities in the gaming industry to make it bigger. There are already some government initiatives to make the gaming industry stronger. One is the e-sports and gaming event called TNC- International Dota 2 Championship held in Manila for the 2nd year. Another is having a major game developer Ubisoft  in partnership with St. Benilde College put up an office in Sta. Rosa, Laguna. 

     The Senate is working on creating bills such as the start-up bill which is focused on digital start-ups. Another one is the Freelance Empowerment for 1 million Filipinos who earn as freelances for the infrastructure of rights, taxes and other support. The drive for faster and cheaper Internet, as Senator Aquino sees in the next 2 to 5 years the Internet will be included in a country’s competitiveness. A slow Internet can stall our economy. Only 26% of public schools have Internet access and half of those use a USB modem. 

     Senator Aquino mentioned that before choosing the Philippines, Ubisoft was offered better infrastructure, better incentives and practically free use of offices by another Asian country, but in the end Ubisoft chose the Philippines because of its talent in art, technical skill and heart. But more is needed to be done to make more partnerships and give more employment opportunities to our fellow countrymen in the gaming industry.

Martin Marvin Makalintal – “French Opportunities in the Creative Industry”

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    Cinema had been invented by the French and France has been a pioneer in animation when in 1922 they had shown a silent 2D animation film that was an adaptation of Tom Thumb. In 1971 the French government supported the cinema by granting incentives for production of films, shows and animation. They established big events for marketing international animation such as the Annecy International Festival . In this year’s Oscar Awards, 7 french animation films are in the finals list. 

     In 2013, France and the Philippines has signed an agreement for knowledge and technical transfer for films. There was also a co-production agreement pending the ratification of the UNESCO Declaration on Cultural Diversity. And finally a world cinema fund for P1 million in script development and post production funding which was used this year for the film Saving Sally by Avid Liongoren for the Metro Manila filmfest in December 2016. 

    Next year it will be the first time for Philippine schools to enter a French festival AFCA. Animation film like Manag Biring by Cinema One was appreciated by the public and may enter distribution in Europe. It’s time the France and the Philippines share of their works for better appreciation and understanding of each cultures. 

Adelle Bueno – “Working Across Game Studio Cultures”

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    Adelle is a Canadian who has worked on game projects in Canada, the US and Japan. In Japan, she works with 60 other people coming from different countries. Multi-cultural diversity is the norm for big firms, there is also a need to outsource and hire freelancers from different countries in game development. The benefits of diversity are greater productivity (best techniques) and better creativity (different ideas, fresh inspiration). However, conflicts can arise with having differing cultural norms working together. 

     In Japan, there are levels of formality in communication, while the US and Canada are more casual. For American and Canadian workers, cursing is normal but many other cultures find it disrespectful and offensive. Body and visual languages such as the OK finger sign means different things for different cultures, for some its a sign of money, others its okay, for Brazilians its rude. The button mapping switch in PlayStation in Japan is opposite what is the other parts of the world as they have different meanings for the O and X sign.

     When giving feedback on the work; the Japanese are indirect not to hurt the feelings, the American and Canadians use the sandwich style of complimenting, criticizing and complimenting to make the person feel better, while the Germans and Brazilians are more direct to the point. One should also read between the lines as the tone of the Japanese gives the clue of what he or she is really saying. 

     In Japan, it is alright to take a nap at one’s desk, it is usually a sign that the person has really worked hard and needs to take sometime off. But in the US, taking a nap at work could lead to an outright dismissal. Meeting in the US and Canada has an agenda, while in Japan decisions are made before the meeting, so the meeting is just getting to know each other and Americans feel that nothing has been accomplished.  In Japan it is unacceptable or inappropriate to mix drink with work, while in the US drinking wine on Friday’s is okay, while in Canada its beer and pizza on Friday’s. 

     With regard to expectations, in the US roles are very specific, one should specialized and be focus on one area, while in Japan a character artist is expected to know a lot of other roles to show that he or she is versatile. So when showing a portfolio it is different in the US and Japan. Aside from differing cultural norms, here are other factors for miscommunication among cultures such as individual personalities, studio culture and team culture.

     To be able to work better in a multi-cultural setting one should understand difference exists, give people the benefit of the doubt adopt and interact more with other people. 

Hong Ly – “Character and Visual Development for Game Art”

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     A concept artist comes with ideas for pre-production. He she pitches ideas, shows several iterations of the concept until the director or client selects one concept that will be for final production. There will be lots of rejection in the drawings, so the concept artist job is to save time and money  for the company by zeroing in the best works  for the game. 

     Hong showed his various early works and  Drake a main character for the game The Last of Us, where he did some different blood levels and costume design so the client can have a choice. There were also head concepts, with different skin tones but the eye, nose and mouth level were all the same as it was rigged in the software program. 

     For a game project one should choose what type of animation style to use from flat 2D to hyper realistic 3D and there are many types in-between these range. One should also think where will the project lie by establishing limits in the volume range of colors or saturation range. Is it going to be one level or many levels; a comedy is high saturation while a drama is low saturation – the game should be within a range and not jump or exceed the color range. What is the tone – happy or sad, so the range should be reasonable, not happy then suddenly sad. For the characters, use flat colors for background characters so they don’t stand out, while use high contrast for characters such as a king or queen. There are also conflicting and complimentary colors, saturation intensity for other effects on the character and backgrounds. 

     The silhouette of the characters should be consistent like the Sponge Bob characters are consistent and should not be mixed up with another cartoon like the Incredibles. Basic shapes can tell the character such as square as tough, circle (round) as good, huggable, triangle as evil. When designing a cast of characters, the shapes should all be different to be distinguishable like in the cast of Kung Fu Panda. When the shapes are applied to cars, a square one is slow, a triangle is fast one and a round is average speed. 

     There is the rule of 3’s for the body which is divided by the head, torso and legs. To show a slow character, the hip line is lowered and the legs are shorter and torso rounder; to make the character faster adjust the hip line higher and the legs longer while the torso is slimmer. The rules of 3’s can be applied to the head with the forehead, mid-level (eyes, nose) and the jaw. To show a tough guy, make the jaw bigger, to show an intelligent guy, make the forehead bigger. The placement of the eyes can show it as a predator (eyes on front) or a prey (eyes on the side of the head). Placement of the ears, nose, mouth, level of the eyes also changes the character – so placement matters. Balance of the body should be observed, not too right or left heavy as in too big an arm or costume for the right arm in contrast to the left arm.

Daniel Cabuco – “Empowering Your Art Career”

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      Great animation creates lasting experiences and connects the player to the game. The creation of art creates value in the world, a good design in buildings, homes, cars, clothes, films, etc. enhances the life of people. As an animator, you are expected to work with other animators, creative directors, environment artists, technical artist, character artists animation lead and supervisors. A great concept art inspires the team, informs the client, ignites the creative juices of everyone and looking at it “sets the table”. When doing concept work, if you work 8 hours a day at least spend 30 minutes to an hour doing research. 

     You will be animating ‘crafted imaginations’ and are expected to be able to do a lot of things. A case study was given when a the back leg of a pack hunter for a game was reversed. It was unique so the designer wanted to keep it that way, but animators said there is no way to animate that as there are no reference for the movement in the natural world. Until there was a reference in the movement by a skier holding the poles and pushing himself to move – the movement from the shoulder down to the tip of the ski pole acts like the reverse leg movement. When the animators got to study the movement of the skier arm, the pack hunter was able to move naturally in the game.  As an artist you should fall in love to frustration as you improve your skills, you should feel the need to improve further (feel disappointed)  but will never reach the ideal. 

     To get hired, research the company and know what they did well and  show how you can help them do it better. Research other companies too. Answer the company’s question of what can you do for us? Aside from that your portfolio should show that you can master the basics like drawing the bouncing ball, pendulum swing, jumping man and walk cycle. If you don’t show mastery of these basics, Daniel says he would not look further into your portfolio. Show your animation with good story and emotion, don’t use the overused Norman Rig, use other rigs and make the title card appealing. In the demo reel, keep it simple and straight forward, edit your reel show your best and worst work. If your worst work is not that different from your best work, then nothing has improved. Don’t show your school work, as you should have grown over it already. Earn to have a good reputation – good attitude, work ethic, team work, to show that you can last with the company. 

Miguel Warren – “Reaching the Global Market”

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     Miguel is the country manager for Payoneer. It is like Paypal but for business. There are 5% of the Filipino workforce working online, and some are freelancers who earn their main source online. However, to get earn online as a main source of living, one needs to reach a certain scale and growth is expensive. There are also many difficulties in getting paid internationally. An independent study showed that one can get the most pay for $1,000 is from Payoneer compared to a bank or Paypal. So the more money you get paid, it is important to get the least amount of expenses for the transfer of payment to your account – which is Payoneer. 

Carlos Pineda – ” Art vs Science in Game Design”

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          To create a good game there are three stages to do: brainstorming, prototyping and the testing phase. The brainstorming should be structures, there should be a schedule ahead of time, have a deadline, prepare a topic and subtopic, have a timer 90 seconds for each index card topic. One should give a clear direction (focus), make it easier to participate, give everyone a space to talk and there is no “perfect idea”. For the post brain storming, collect the data, identify the strongest idea based on team excitement, team experience (good at ) team capabilities and existing other games. Stop brain storming sessions after 2 to 3 sessions then move on to pitching prototyping.

     Prototyping answers the question will this game or technology work, assess risk and clarifies questions. It should be fast, focused and have clear goals. There should be a strict deadline, be clear on why you are prototyping, solve one problem at a time. There are specific prototypes to test new games in terms of the environment, situations and mechanics. A challenge for the player should also be there to test the skill and decision making of the player, a problem to be solved and blocks the player progression.

    Testing – test as soon as something is ready, when there are enough substantial changes. In the company where Carlos works, they video the player to play the game in a normal use room with chips and water, no outside help and a couch. The eyes, face are tracked and the controller input is also reviewed. The most important part is to watch the recorded play 2 to 3 times and see the reaction of the player to the game. Then ask some questions to the player like asking him to repeat the story to me, do not ask leading questions, ask open ended questions. 

     As the project lifetime increases, the workload and role of the artist decreases, while the workload of the scientist (more testing and adjustment) increases.