- Learn to use zBrush to a good standard: I haven't learnt zBrush to the degree I had wished for this year. It took me longer than I thought to dive in to the program and even get some basics down. I have managed to get a tiling texture finished using zBrush primarily and I'm currently working on tiling wall piece at the moment. This is something I definitely want to improve on throughout next year.
- Improve on my texturing: I feel my texturing work has improved slightly during this year. I learnt about texturing for PBR during personal studies and improved a bit at the studio too. I still feel like texturing is one of my weakest areas and I will be pushing to do more texture work at my job and at home to improve during 2015.
- Update my portfolio: I just didn't get enough done this year to do that, which is disappointing, but there is no point having one or two small pieces on there to be honest. This is another case of overestimating what I could get done than was actually possible. I want portfolio work to be proud of and that stands up to what some of the other great artists are putting out; that will take some more time.
- Work on two pieces of art simultaneously: Doing a lot of tutorials for zBrush and PBR techniques didn't really allow for this. However, the more I thought about this one, the more I came to realise that finishing a good piece of personal art takes time (especially when doing a lot of new things). It's better to work on art that is motivating and manageable, so that there is a much higher chance of seeing it through all the way to the end product. Therefore I will only work on one project at a time from now on.
- Continue to network and attend games events: I went to EGX Rezzed in Birmingham in the spring, which was a good chance to check out some upcoming indie titles and have my first try on the Occulus Rift (The game was in early stages, so the display was quite blurry. I think where my eyes were straining so much and the venue was really hot, I ended up feeling a bit sick). I think before I go to something like Develop, I would like some more industry experience and have a portfolio of work to show and discuss with other devs. Hopefully I can get to EGX in Birmingham during September this year though.
- Match the standard of the rest of my team: This one was always going to be tough, having quite a lot less experience in 3D than the rest of the art team. I am confident with my modelling in Maya and generally feel it matches the quality of the others. As I mentioned above, my texturing work is still not there in comparison. I want to do a lot more texturing work both in and outside of the studio next year to better match the quality of the other art members in that area.
This year was my first (full) year working full-time in games and I overestimated how much spare time I would have and how much work I could complete in that time, especially when learning new techniques and programs.
My 2014 goals were read by the Senior Artist at Neon Play a few months back and he asked how I was getting on with them. It became clear that I wanted to do too much in too many areas and as a result wasn't hitting many of my targets. It was suggested to try and not do so much; to focus and be more realistic about what I can do in the time I have spare during a twelve month period.
I'm looking to have a more focused, successful 2015; not spreading myself too thin and achieving more of the goals I set out to complete.