ph: 435-512-4601
joshgood
HOW I GOT HERE
My path to the interactive gaming industry has been a circuitous but logical one. My employment history began as a mechanic. From there to years of experience in drafting engineering drawings. With applications both architectural and mechanical, I produced working drawings for production of environment packages in the retail industry, displays for use in trade show applications and later to tools and engineering drawings for use in production of aircraft engine components. The aerospace industry allowed me opportunities for reaching creative solutions to demanding technical problems with the end result working in both civilian and military aircraft at the leading edge of technology.
So how did all of this lead to a career in games? In 1995, as the gaming industry was just breaking into the 3D environments that we enjoy now, the transition from making working 3D models for production to 3D environments, as well as props vehicles , weapons and the like was a natural transition for me. An offer from Acclaim Entertainment sealed the deal.
Art has always been a passion for me. From early sketches and drawings to professional experiences in cartooning and advertising design. While persuing personal and professional artistic goals, the cartoons of Warner Brothers, Walter Lantz, Dave Fleischer and of course Disney made an early and strong impression on me. Quality of production and development of characters and story line did not go unnoticed even at an early age. My introduction into Anime showed me the possibilities of expressionism and camera location to enhance the audience experience.
Experiences in the gaming industry allowed me to persue these disciplines professionally in the production of environments, props, vehicles, weapons and animations, both keyframe and MoCap. A self taught skill set produced in the atmosphere of tight production cycles and cooperative contribution.
LEADERSHIP
While serving as Environment Art Lead for Sensory Sweep Studios I enjoyed the responsibility of directing and coordinating the efforts of 5 to 10 artists as well as making my own artistic contributions, answering to the Team Art Lead. I find that leading technique is as varied as the individuals with whom I work, but must retain a consistent thread that everyone can relate to. I prefer the style of leading by example and cooperation rather than by authority alone. Everyone has something important to offer and there are always valuable contributions to be expressed from the green young guns to the experienced, battle hardened veteran. Therefore, a team operates best when fueled by mutual respect and cooperative effort.
The informal atmosphere of a game studio may appear casual but it requires hard work and long hours of self directed, critical contribution by highly skilled professionals and can prove very stressful.
While mutual respect and cooperation are the framework of a solid team, there comes a time when a firm direction in the interest of timely completion and budgetary concerns is necessary. I feel this is best presented in the form of final decision and ownership of personal responsibility. It becomes the leader's role to see that the goals are clear, communication lines open, the tools in place and efficiency maximized.
INSTRUCTION
There's an old saying that you come in to this world with nothing and you leave the same way. What we do to ease the time in between for the people we meet makes the difference in the person we are. Everybody absorbs information differently. I try to present not only the technical and manual aspects of A to Z operation, but I like to approach the mind set of creativity from different angles so that it can flow easily from the blank page. Each person realizes what they do, why they do it, how it affects them and how it affects those who depend on their contributions.
These lessons are appreciated to a great extent in the Interactive Game production environment, where contributions must meet so many varied qualifications. From appropriate asthetic appeal and interest to the strict technical requirements and capabilities of the game engine and format display, ultimately to the joy of the end consumer.
In the instruction of interns I've found that as software develops and new blood comes to the studio there are always new techniques and procedures that enhance the creative, visual and efficiency aspects of game creation. Even the student has valuable contributions to offer.
PERSONAL INTERESTS
Family,Music (playing and listening), Motorcycles (street and dirt), Mountain Biking, 3D modeling, Playing on Photoshop, etc.
Particualr interests in aviation, new and historic, WWII and 20th Century History.
Copyright 2009 My Business. All rights reserved.
ph: 435-512-4601
joshgood