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Showing posts with label disney interactive. Show all posts
Showing posts with label disney interactive. Show all posts

Saturday, March 12, 2016

Some of the projects I worked on at Disney Interactive

Back in 2011 I had the wonderful opportunity to work at Disney Interactive Studios as a Production Intern for an entire year. During that time I was involved in the production process of a number of Disney and Marvel IP games developed by the Disney company in conjunction with other game studios.

Recently I learned that "Vanguard Creative" has released a few screenshots/information of some of those projects:

Disney Universe: 


More about the project here:

http://www.vanguardcreative.uk/project-du.html
▷ Art Direction, Concept, Creative Design, FMV Scripting, Logo Design, Marketing & PR assets




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Invincible Iron Man

Become Iron Man in a superhero action game with super destructive combat, freestyle flight, a reinvented morphing armour and a supercharged story with life or death choices.

More about the project here: http://www.vanguardcreative.uk/project-im.html

▷ Art Direction, Creative Design


Secret Wars

Marvel's biggest heroes and baddest villains battle each other in a vicious Secret War, stoked by The Beyonder.

More about the project here: http://www.vanguardcreative.uk/project-sw.html

▷ Art Direction

Q-botics

A virtual construction kit with physics simulation enabling you to construct machines, complete challenges and share your creations online.

More about the project here: http://www.vanguardcreative.uk/project-qb.html

▷ Art Direction, Avatar Development, Narrative, Web Portal Design



Keep an eye on Vanguard Creative. They have some very cool new projects cooking right now! :)


Sunday, November 11, 2012

The Internship at DISNEY INTERACTIVE (2011-2012)

My placement at Disney Interactive Studios (DIS) ended in June 2012. A job in London that I had for a whole year!

There must be at least one post in my blog to talk about DIS.
I wasn't sure how to write it. It should tell potential employers about my experience and at the same time shouldn't give an unfair advantage to potential students who will apply for the placement.
I need to formally get it out there, as most people have the wrong idea of that job.
 Talking about it is like treading on thin ice, with all the secrecy papers, so I'm not gonna go in detail to  list everything.

Games industry is one of those creative fields that rely heavily on innovation. I felt very lucky to be part of it again, even though I am a 3d animation student and not a games student.

from my Linkedin:
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Production intern credited on titles:

Disney Universe (2011)
a number of unannounced games

Assisted with and/or took responsibility for:

  • Art direction
  • Art and design feedback
  • Video work (final cut and aftereffects)
  • Concept art
  • Part of brainstorms for game and television properties


This work relates to AAA, iOS, and browser based games.
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Sort of picked that from Louise. She has a way with words. :)




Why was I hired in the first place?
A number of factors, but it seems predominantly for
The game idea that I pitched, the ability to come up with and sell game ideas.
Working there helped me further develop the skill, that I didn't know I had!

Weaknesses before the experience at DIS:
The powerpoint that I submitted was lazy- with handwritten text, no layout, and using old artwork. In fact that game idea was revolving around the artwork and not the other way around as it should be. A game born out of a drawing.
My ideas might be good, but they were scattered in their presentation. I learned to structure them and focus the design on the aspect that makes the pitch special.

Honorary stuff
It's best to get these out of the way here, I guess.
My university honoured me with an academic excellence stage two award:

A Bulgarian newspaper wrote an article about me, based on an interview. It was to inspire other artists to study abroad. I shamelessly promoted Blender and open source software in the process :P

Things learned?
>My focus has shifted from technical execution to concept design.
A lot of students are lazy during preproduction (I know I was :D). They will think they have it completely figured out in their heads and will start modelling/animating right away.
What mostly changed in me after DIS is my approach. It now explores the concept much more before production begins.
In industry you have to make a concept of the whole thing in advance- as full as you can.
You need it  to see if it works, to convince others that it will work.
The act of writing it down helps you form it in your head.

 If you haven't convinced yourself that you know what you're doing, then don't do it. You Don't have to make others figure it out for you.

>Lots and lots of video editing. I'm still not brilliant at it, but after the internship and the feedback I got there, it's a skill that improved. Big part of the job was putting together trailers for games that are in production. Videos to get parties to invest some more money in the game and update people on it's progress. So you can imagine it's an important job. Recording and editing with final cut, compositing with after effects and photoshop.

>Marketing a game can be more expensive than it's production. There is a plethora of titles that studios around the world have almost completed but have never released to the public because by the time they reached completion they were no longer relevant. (Duke Nukem?)
Let's call that place the  graveyard of never released games.
Like in "The good the bad and the ugly", one of those graves must be full of gold!

That's not to say that anything like that happened during my time at DIS. It's just general knowledge. Everyone in industry knows about the graveyard. It's just a reminder that some of the stuff I was involved in might never get to be public. Let's hope thats not the case though..


some of the people I worked with/for:
Sorry that I can't mention everyone and sorry if you don't like to be mentioned (let me know, I'll edit it out).

Louise - She's the other production intern. We were sort of partners in production, working together on many of the tasks set by James, Al and the others. She's an awesome vector illustrator . Keep a watch for her concept art. :)
One of her old vector drawings


James (Art Director) - Being along side James  was great fun.
More than anything else, he is the art director there and working with him taught me a lot about  art direction, research, working with the developers, pitching, film making, etc...
He taught me how to open my mind for and seek inspiration, explore possibilities, settle just when the time is right.

AL (Design Director)
Al gave us assignments to come up with new game ideas using existing IPs.
It wasn't just about coming up with something new from the top of our heads. It revolved around doing the research, working within a team and spicing up the end presentation with relevant mockups and inspirational images. Come up with a lot of ideas and then pick out and combine the right ones.
 If I learned anything from him- that would be the importance of predicting what the next big thing would be, figuring out how to push people's buttons - the target audience and those who would fund the project. Picked up a few new swear words in the process too. :D

here is a cheesy picture from tumblr


The value of a company comes from the people that work there. With that thought I bid my farewell to the internship. It's the people that I will remember. More  so than the company name that everyone is associating me with now. So much that it still doesn't feel like I've left the mouse house. I bet thats how the previous interns feel.
Thank you for the great memories!

Tuesday, June 7, 2011

Jobs I did this year and some musical collaborations

Today I want to let you folks know what has been slowing my ongoing projects.

To do that, I need to tell you about my jobs.
Starting the year 2011, I had a part time job with the University of Bradford which I did for about 3 months. I was the teacher's assistant during lab sessions for the 2d animation module. That was an excellent opportunity for me to meet with the majority of first year students and get to know their work. I helped the class with anything technical Flash cs4, also helped with constructive feedback on animation when asked to give such.

My other job with university was as an open day assistant. That basically sounds like advertising university to people who are thinking of signing up for it. But what it really was - assisting people in their decision to pick a university
; answering questions about accommodation, on going modules, chances one might get to get industry jobs. The tuition fees have tripled this year thanks to the UK government.If you want to work in USA though as a CG artist, then you really do need the diploma to get the work visa.
Education is a topic by itself, which I am going to postpone for some other time.


Then in March this year, I got a job with Cogworks Studios !
Work there continued to end of June- almost half a year. Unfortunately I cant post anything done there because of the disclosure agreement.I did the graphics and animation on two iphone games, using inkscape,toonboom studio and then Adobe Illustrator.




Some time during that period I applied for an intern ship at a couple of places. One of them- Disney Interactive invited me to an interview. A week after that I got a call confirming that the position is mine. There were over 100 candidates from the uk and only two placements.
From what I gather, the thing that gave me advantage over the other candidates was not so much the showreel and the cv as much as my game pitch and ideas.
Signing the one year contract ,I found a disclosure agreement with the size of a book. You will understand if I don't write (or say) anything about my work there. :)

So all I can do now is write about past projects. Here are some of the ones from this year- before starting work at Disney.




The sound assignment
For this assignment I worked with Thomas Mcfadden. The task was to put together an animatic with sound and music. Tom made the animatic. I made the music and helped with the sound effects. What you'll hear is the result of a couple of hours in the uni's sound lab. The music is really an improvisation- stuff made at the spot. They have a bunch of really nice one octave M-audio keyboards there, hooked to mac computers with garage band and Logic.

Tom has an excellent sense of humour and voice acting talent. He's doing all of the characters btw. You might see me doing some cartoon project with him next year ;)

And while on the subject of Music, there was another project that I took part in. A group of final year students from my university just finished an xna game, called

Steamsunk:

They needed music for it. So this time I decided that I want to work with a friend on it. I got Preslav Jordanov assigned to the project. I really needed him to take charge of this one, because I didnt understand the music software really well. He's also more into guitars, while I personally prefer pianos and rpg music. My contribution to this was in adding more progressions to the track, also the boss battle bit.

If you would like to hear more of my music, there is an online gallery where i keep most of the melodic doodles.
http://soundcloud.com/blurymind